forked from bartvdbraak/blender
- view bounds (now split from collision bounds) was still being used for bge physics in one place, comparison was incorrectly treating it as a flag too.
- cleanup Object struct - remove pad and unused flags, convert some shot's to char's, saving 24 bytes.
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057bf2a02b
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@ -1107,7 +1107,6 @@ Object *add_only_object(int type, const char *name)
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ob->obstacleRad = 1.;
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/* NT fluid sim defaults */
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ob->fluidsimFlag = 0;
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ob->fluidsimSettings = NULL;
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ob->pc_ids.first = ob->pc_ids.last = NULL;
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@ -8245,7 +8245,7 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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if(main->versionfile <= 233) {
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bScreen *sc;
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Material *ma= main->mat.first;
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Object *ob= main->object.first;
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/* Object *ob= main->object.first; */
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while(ma) {
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if(ma->rampfac_col==0.0f) ma->rampfac_col= 1.0;
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@ -8255,11 +8255,12 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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}
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/* this should have been done loooong before! */
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#if 0 /* deprecated in 2.5+ */
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while(ob) {
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if(ob->ipowin==0) ob->ipowin= ID_OB;
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ob= ob->id.next;
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}
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#endif
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for (sc= main->screen.first; sc; sc= sc->id.next) {
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ScrArea *sa;
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for (sa= sc->areabase.first; sa; sa= sa->next) {
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@ -1182,7 +1182,7 @@ static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event)
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base->object->min_vel= ob->min_vel;
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base->object->max_vel= ob->max_vel;
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if (ob->gameflag & OB_BOUNDS) {
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base->object->boundtype = ob->boundtype;
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base->object->collision_boundtype = ob->collision_boundtype;
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}
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base->object->margin= ob->margin;
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base->object->bsoft= copy_bulletsoftbody(ob->bsoft);
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@ -107,7 +107,7 @@
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((vd->drawtype==OB_TEXTURE && dt>OB_SOLID) || \
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(vd->drawtype==OB_SOLID && vd->flag2 & V3D_SOLID_TEX))
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static void draw_bounding_volume(Scene *scene, Object *ob, short type);
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static void draw_bounding_volume(Scene *scene, Object *ob, char type);
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static void drawcube_size(float size);
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static void drawcircle_size(float size);
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@ -5469,7 +5469,7 @@ static void get_local_bounds(Object *ob, float center[3], float size[3])
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}
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#endif
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static void draw_bb_quadric(BoundBox *bb, short type)
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static void draw_bb_quadric(BoundBox *bb, char type)
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{
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float size[3], cent[3];
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GLUquadricObj *qobj = gluNewQuadric();
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@ -5508,7 +5508,7 @@ static void draw_bb_quadric(BoundBox *bb, short type)
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gluDeleteQuadric(qobj);
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}
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static void draw_bounding_volume(Scene *scene, Object *ob, short type)
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static void draw_bounding_volume(Scene *scene, Object *ob, char type)
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{
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BoundBox *bb= NULL;
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@ -164,9 +164,10 @@ typedef struct Object {
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short transflag, protectflag; /* transformation settings and transform locks */
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short trackflag, upflag;
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short nlaflag, ipoflag; // xxx depreceated... old animation system
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short ipowin, scaflag; /* ipowin: blocktype last ipowindow */
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short scavisflag, boundtype;
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short scaflag; /* ipowin: blocktype last ipowindow */
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char scavisflag;
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char pad5;
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int dupon, dupoff, dupsta, dupend;
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float sf, ctime; /* sf is time-offset, ctime is the objects current time (XXX timing needs to be revised) */
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@ -193,12 +194,16 @@ typedef struct Object {
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float min_vel; /* clamp the maximum velocity 0.0 is disabled */
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float m_contactProcessingThreshold;
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float obstacleRad;
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char pad0[4];
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short rotmode; /* rotation mode - uses defines set out in DNA_action_types.h for PoseChannel rotations... */
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char boundtype; /* bounding box use for drawing */
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char collision_boundtype; /* bounding box type used for collision */
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char restrictflag; /* for restricting view, select, render etc. accessible in outliner */
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char dt, dtx;
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char empty_drawtype, pad1[3];
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char empty_drawtype;
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float empty_drawsize;
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float dupfacesca; /* dupliface scale */
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@ -206,7 +211,7 @@ typedef struct Object {
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ListBase sensors;
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ListBase controllers;
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ListBase actuators;
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float bbsize[3];
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short index; /* custom index, for renderpasses */
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unsigned short actdef; /* current deformation group, note: index starts at 1 */
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@ -242,16 +247,12 @@ typedef struct Object {
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struct PartDeflect *pd; /* particle deflector/attractor/collision data */
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struct SoftBody *soft; /* if exists, saved in file */
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struct Group *dup_group; /* object duplicator for group */
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short fluidsimFlag; /* NT toggle fluidsim participation on/off */
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short restrictflag; /* for restricting view, select, render etc. accessible in outliner */
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short shapenr, shapeflag; /* current shape key for menu or pinned, flag for pinning */
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char body_type; /* for now used to temporarily holds the type of collision object */
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char shapeflag; /* flag for pinning */
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short shapenr; /* current shape key for menu or pinned */
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float smoothresh; /* smoothresh is phong interpolation ray_shadow correction in render */
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short recalco; /* recalco for temp storage of ob->recalc, bad design warning */
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short body_type; /* for now used to temporarily holds the type of collision object */
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struct FluidsimSettings *fluidsimSettings; /* if fluidsim enabled, store additional settings */
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struct DerivedMesh *derivedDeform, *derivedFinal;
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@ -265,9 +266,6 @@ typedef struct Object {
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ListBase *duplilist; /* for temporary dupli list storage, only for use by RNA API */
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float ima_ofs[2]; /* offset for image empties */
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short collision_boundtype; /* bounding box type used for collision */
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char pad3[6];
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} Object;
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/* Warning, this is not used anymore because hooks are now modifiers */
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@ -1648,7 +1648,7 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
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}
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objprop.m_concave = (blenderobject->boundtype & 4) != 0;
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objprop.m_concave = (blenderobject->collision_boundtype == OB_BOUND_TRIANGLE_MESH);
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switch (physics_engine)
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{
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